﻿using UnityEngine;
using System.Collections;

public class GetKeyDown {

    #region//键盘按下
    public static bool A() {
        return Input.GetKeyDown(KeyCode.A);
    }
    public static bool B() {
        return Input.GetKeyDown(KeyCode.B);
    }
    public static bool C() {
        return Input.GetKeyDown(KeyCode.C);
    }
    public static bool D() {
        return Input.GetKeyDown(KeyCode.D);
    }
    public static bool E() {
        return Input.GetKeyDown(KeyCode.E);
    }
    public static bool F() {
        return Input.GetKeyDown(KeyCode.F);
    }
    public static bool G() {
        return Input.GetKeyDown(KeyCode.G);
    }
    public static bool H() {
        return Input.GetKeyDown(KeyCode.H);
    }
    public static bool I() {
        return Input.GetKeyDown(KeyCode.I);
    }
    public static bool J() {
        return Input.GetKeyDown(KeyCode.J);
    }
    public static bool K() {
        return Input.GetKeyDown(KeyCode.K);
    }
    public static bool L() {
        return Input.GetKeyDown(KeyCode.L);
    }
    public static bool M() {
        return Input.GetKeyDown(KeyCode.M);
    }
    public static bool N() {
        return Input.GetKeyDown(KeyCode.N);
    }
    public static bool O() {
        return Input.GetKeyDown(KeyCode.O);
    }
    public static bool P() {
        return Input.GetKeyDown(KeyCode.P);
    }
    public static bool Q() {
        return Input.GetKeyDown(KeyCode.Q);
    }
    public static bool R() {
        return Input.GetKeyDown(KeyCode.R);
    }
    public static bool S() {
        return Input.GetKeyDown(KeyCode.S);
    }
    public static bool T() {
        return Input.GetKeyDown(KeyCode.T);
    }
    public static bool U() {
        return Input.GetKeyDown(KeyCode.U);
    }
    public static bool V() {
        return Input.GetKeyDown(KeyCode.V);
    }
    public static bool W() {
        return Input.GetKeyDown(KeyCode.W);
    }
    public static bool X() {
        return Input.GetKeyDown(KeyCode.X);
    }
    public static bool Y() {
        return Input.GetKeyDown(KeyCode.Y);
    }
    public static bool Z() {
        return Input.GetKeyDown(KeyCode.Z);
    }

    #endregion

}
